MechWarrior Online: How do I change the title using UI 2.0?

You can beseech the powers of support, plead your case (I think your support ticket title would be fine heh) but accept whatever they met out as a resolution. I was able to swap my Founder's Jenner for a Cata a week or so before Open Beta, well past the cut-off date for locking in your preferred Founder Mech, but like all things YMMV.

Just tell them that you clicked use mech xp and the game froze, when you logged back in the GXP was gone.

That was cobaltplasma's quote (I'm the better-looking one ), but I'll definitely second his wishlist entry and probable disappointment

Hah! Only in-game, man, only in-game... I'm just hoping the game survives long enough to get to that tech development level... Heck I'm hoping it survives long enough for us to play with planetary sieges and dropships, whenever those do decide to show up.

While the IS does not get a UAC/20 for another 10 years, it does exist in the Clans. Now I don't know if this exists in tabletop nor in a past game title.... but could it be possible that they may introduce the ability to salvage items off the clan mechs during the invasion?

I'm probably going to take a break from MWO for a bit. Just not having that much fun right now, and honestly the game is getting a bit stale for me. New Maps and real game modes would help IMMENSELY, since the last two maps were just re-skins (although frozen night is quite nice), and the conquest mode is just poor.

Icing on the cake was a really weird match last night. Was in my -4SP experimenting with builds, stopped at home base. Took a few to reconfigure my weapon groups, then once everyone had rolled out, moved forward and did a quick weapons test on a nearby hill. Half way through the test I take fire to the back, turning my rear LT red. Turned around and saw a "friendly" commando go skittering off. I asked in team chat why he'd shot me, and he claimed I'd "run him over in base." Complete bull shit since since the base was empty when I finally rolled out. It actually pissed me off enough to track his ass down, and when I cought him I lined up and popped his cockpit. He started bitching in chat so his buddy (an awesome) tried to take me down.

It was just all around unpleasant. I hate griefers with a passion, but I normally handle it better than that. Definitely time to take a break and get some perspective.

I've been running 2xML, 2xMPL, 2xSRM6 on a STD-240 engine for speed of 78kph. TS is telling me to switch to Streak2s and as many LL with double heatsinks as I can manage, but that's only 3xLL and 2xSSRM2 if I go back to the STD-200 engine and drop some heatsinks. Not sure if that's a good idea.

Yeah, I haven't even played that many games and the maps are limited. Also...TRAINING map needed badly.

Alright, my 4SP is about as good as it gets. Saving up for a heavy right now. Thinking Cataphract-1X or 2X. Any thoughts?

While a bit slower moving, the 4X can throw out some hilarious DPS (mine has burst DPS of 34.18 if the UACs aren't jammed, 17.08 if I'm not double firing, and continuous 8DPS even if they are both jammed). But it really depends on if you want to go all out ballistics boating, or mixed load outs.

I was honestly wanting to stick with the 1X or 2X right now. Haven't gotten the warm-and-fuzzy with ballistic weapons to build a full ballistic rig, yet.

I've been running 2xML, 2xMPL, 2xSRM6 on a STD-240 engine for speed of 78kph. TS is telling me to switch to Streak2s and as many LL with double heatsinks as I can manage, but that's only 3xLL and 2xSSRM2 if I go back to the STD-200 engine and drop some heatsinks. Not sure if that's a good idea.

Yeah, I haven't even played that many games and the maps are limited. Also...TRAINING map needed badly.

Sorry, typo. I meant the -4P (laser back). I used to run my old -4J in a -4SP style build though rocking 2MPL + 3SL + 2xSRM6 + AMS. The Hunchback chassis really needs at least a 225 engine, I normally try for a 250 standard if I can fit it. Otherwise the -4SP doesn't need too much tweaking - it's a pretty good build from the getgo, and if I were to get one today I'd go 4MPL + SRM6 + Big Engine, DHS, Endo.

I've been running 2xML, 2xMPL, 2xSRM6 on a STD-240 engine for speed of 78kph. TS is telling me to switch to Streak2s and as many LL with double heatsinks as I can manage, but that's only 3xLL and 2xSSRM2 if I go back to the STD-200 engine and drop some heatsinks. Not sure if that's a good idea.

Yeah, I haven't even played that many games and the maps are limited. Also...TRAINING map needed badly.

Sorry, typo. I meant the -4P (laser back). I used to run my old -4J in a -4SP style build though rocking 2MPL + 3SL + 2xSRM6 + AMS. The Hunchback chassis really needs at least a 225 engine, I normally try for a 250 standard if I can fit it. Otherwise the -4SP doesn't need too much tweaking - it's a pretty good build from the getgo, and if I were to get one today I'd go 4MPL + SRM6 + Big Engine, DHS, Endo.

I got ferro instead of endo on someone's recommendation without really crunching the math. Might switch out to get 4xMPLs instead, but first, it's time for Fun With Cataphracts!

edit- Also... is it me, or do medium mechs not have much purpose right now? They'll never be as fast as the light recon builds (and someone's almost always in a Raven 3L or Jenner build that can ruuuuuun), but they lack the DPS and staying power of heavier mechs which can easily be tailored to match speeds with most medium builds. I always felt a little lost on what I should do when I can't get away from most customized heavies yet I can't match a light's maneuverability.

Right now the MM matches class to class, so if you're in a Med, they should have a Med too. According to lore, the Meds should be the most prolific mech out there. They're reasonably armored, reasonably gunned, respectable speed, etc. But there's not much point right now since R&R is out, and the 8V8 match maker is a POS. Get tonnage drops into the game and the Meds will be MUCH more intriguing.

Until then the heavies are just much more useful mechs since the tonnage advantage gives them much more flexibility. The Mediums we've got now (Hbk and Cent) are the escort mechs of the medium class. They can tangle with a mech a bit heavier or lighter, but are really best providing mobile firepower where the battle needs it.

With that said, My -4P with speed tweak goes just over 90 kph now and can tear across the field. If I hear someone on the coms needs help, then I can easily and quickly bring my arsenal to support where the action needs it, while still sporting full armor. That's where the Med class excells best - bringing the guns where they're needed.

*Edit - On Upgrades:

EndoSteel vs Fero - Always get Endo over Fero. Endo drops your structure weight by 50%, while FF shaves off 16% off your armor tonnage (as I recall). Hands down endo is superior and just gets better the heavier the mech is (until you start running out of crits). FF is something you add when you can't fit much of anything else and already have the other upgrades. You'll normally only see it on Lights that have extremely small weapons and few hardpoints.

XL vs Standard Engines: XL engines are excellent weight savers, dropping engine tonnage by half. BUT they tripple your mechs chance of being blown since the engine sticks into both the left and right torsos. In a light mech that's screaming along at 100+ kph and never stopping? An XL is not that big a deal. In an atlas creeping along at 48kph? Not that great since those torsos are HUGE targets and easy to hit. In the Medium class, only take an XL if it'll make you go faster. I've been experimenting with a 255XL in my Hbks and Cents for giggles, and while it does give them a glass jaw, the 90+kph is addictive and the extra firepower quite nice. BUT it's a completely different play stay that doesn't allow standing or "fair" fights.

Right now the MM matches class to class, so if you're in a Med, they should have a Med too. According to lore, the Meds should be the most prolific mech out there. They're reasonably armored, reasonably gunned, respectable speed, etc. But there's not much point right now since R&R is out, and the 8V8 match maker is a POS. Get tonnage drops into the game and the Meds will be MUCH more intriguing.

I know they're going with lore up-front (mostly because lore was tabletop balanced), but that doesn't necessarily work with an online version. Methinks credit values all around need adjusted before weapons and armor protections do. Even the pub match maker can stick you on hilariously mismatched teams. Tonnage ratings might work better if they didn't pull the damn console matchmaking style. Especially the 8v8.

What were R&R costs like while still active? I feel that without other ways to make money in the game, R&R would seriously drag mech/equipment/upgrade procurement out soooo much slower. The "lore unfriendliness" of no R&R keeps the video-game pacing much better.

Quote:

Until then the heavies are just much more useful mechs since the tonnage advantage gives them much more flexibility. The Mediums we've got now (Hbk and Cent) are the escort mechs of the medium class. They can tangle with a mech a bit heavier or lighter, but are really best providing mobile firepower where the battle needs it.

With that said, My -4P with speed tweak goes just over 90 kph now and can tear across the field. If I hear someone on the coms needs help, then I can easily and quickly bring my arsenal to support where the action needs it, while still sporting full armor. That's where the Med class excells best - bringing the guns where they're needed.

I also kinda wish that you only needed 2 chassis of Basic before you unlock elite for that very reason... I'm either gonna be selling and buying a lot of mechs or blowing money on Mech bays...

Quote:

*Edit: Always get endo over Fero. Endo drops your structure weight by 50%, while FF shaves off 16% off your armor tonnage (as I recall). Hands down endo is superior and just gets better the heavier the mech is (until you start running out of crits).

50%? Seems a bit much...

Quote:

XL vs Standard Engines: XL engines are excellent weight savers, dropping engine tonnage by half. BUT they tripple your mechs chance of being blown since the engine sticks into both the left and right torsos. In a light mech that's screaming along at 100+ kph and never stopping? An XL is not that big a deal. In an atlas creeping along at 48kph? Not that great since those torsos are HUGE targets and easy to hit. In the Medium class, only take an XL if it'll make you go faster. I've been experimenting with a 255XL in my Hbks and Cents for giggles, and while it does give them a glass jaw, the 90+kph is addictive and the extra firepower quite nice. BUT it's a completely different play stay that doesn't allow standing or "fair" fights.

Not a chance in hell on my 4SP. My side torsos seem to get knocked off even faster than my arms by themselves do. Oddly, though, I've only been legged once.

*Edit: Always get endo over Fero. Endo drops your structure weight by 50%, while FF shaves off 16% off your armor tonnage (as I recall). Hands down endo is superior and just gets better the heavier the mech is (until you start running out of crits).

50%? Seems a bit much...

Internal structure does not weigh much to begin with. If I remember correctly it is 10% of the mech tonnage. So on a 100 tonner, you've gone from 10 down to 5. Compare that armor that gives you an amount per ton, which is what 1 ton = 32 points in MWO? I am too lazy to do that math atm. So it is not as big a difference as it sounds. However, generally speaking, Endo was a better investment.

XL vs Standard Engines: ......In the Medium class, only take an XL if it'll make you go faster. I've been experimenting with a 255XL in my Hbks and Cents for giggles, and while it does give them a glass jaw, the 90+kph is addictive and the extra firepower quite nice. BUT it's a completely different play stay that doesn't allow standing or "fair" fights.

As always, YMMV

A XL engine in a hunchie is suicide... your going to lose the Quasimodo hump first in every engagement.

XL vs Standard Engines: XL engines are excellent weight savers, dropping engine tonnage by half. BUT they tripple your mechs chance of being blown since the engine sticks into both the left and right torsos. In a light mech that's screaming along at 100+ kph and never stopping? An XL is not that big a deal. In an atlas creeping along at 48kph? Not that great since those torsos are HUGE targets and easy to hit. In the Medium class, only take an XL if it'll make you go faster. I've been experimenting with a 255XL in my Hbks and Cents for giggles, and while it does give them a glass jaw, the 90+kph is addictive and the extra firepower quite nice. BUT it's a completely different play stay that doesn't allow standing or "fair" fights.

As always, YMMV

I agree with just about everything coldwave007 posted but wanted to reiterate this point since it comes up a lot, situationally I mean, and something I'm always trying to be mindful of when building up my mech. I tried dropping in a lower rated XL in my YLW just to try to fit more tonnage of 'stuff' in it but found that 1) I actually had tonnage to spare, really, and didn't need that much crit-space gain anyways and 2) being slower really made me a far easier to hit target, it's bad enough that everyone's trying to shoot off my right arm already but my RT would go pretty fast. So it was either stock with a basic engine or XL and make sure I go fast enough to make it worth it.

With a 280XL and the speed perk I'm *just* under 100kph. and I do primarily play escort to either our forward lights or for our heavies/assault back, although I've been known to stray when I'm really tired and go charging in like an idiot. Still, the speed makes those previous death-inducing situations a lot easier to avoid and while my arm might get blown off it's considerably more rare for me to die from a torso shot; I haven't tried since I got my YLW to refit it with a regular engine + AC/20, but the speed is awfully addicting when coupled with the Wave Motion Cannon big gun at my side.

edit: whoops, thought I was editing my other post, went and made a new one on accident..

Staubo wrote:

Internal structure does not weigh much to begin with. If I remember correctly it is 10% of the mech tonnage. So on a 100 tonner, you've gone from 10 down to 5. Compare that armor that gives you an amount per ton, which is what 1 ton = 32 points in MWO? I am too lazy to do that math atm. So it is not as big a difference as it sounds. However, generally speaking, Endo was a better investment.

I think right now it's almost always better to get Endo instead of FF, at least for my Catapult on down IIRC; I think my YLW saves 2.5T with Endo but would only save 1.5 or 1.6T with FF, and again IIRC it was similar for my Catapult where Endo had a clear weight-savings advantage over FF. So if you have enough slots for only one and you're not in an assault I think Endo is just about always better, but if you're light and have a very light/tight weapons package then you can get both for the most savings (and biggest hit to crit spaces, of course).

Actually just glancing at some wiki, if an Atlas has 19 tons of armor, going FF shaves 3 tons off so you're still better off going with Endo for larger mechs; you'd have to hit 31+ tons for FF to overtake Endo's gains on a 100T mech, I'm not sure the game allows that..

For the Hunchback, an XL is a huge detriment. Your max speed still isn't good enough to just not get hit and people always aim for the hunch.It's a mixed bag for the Centurians other than the D. You're still not that fast, but people tend to shoot off your arms before your side torsos.

For the Dragon, an XL is a no-brainer. Go for it. You've got a gigantic center torso and nearly impossible to hit side torsos. Speed is your only advantage against other mechs in your class, so more of it is more good. But make sure you have at least 20 points of armor on the rear side torsos, or you can be one-shotted by dual guass.

Catapult is mixed. You've got a big-ass cockpit hitbox and huge "shoot me" missile launchers, so people tend to not specifically try for your side torsos.

Cataphract, I have no experience with.

Stalker absolutely, positively should not run an XL. You have gigantic side torso hitboxes. People hit your side torso when specifically aiming at your center torso. or head. Or legs. Or arms. Or the mech next to you. You are significantly reducing your survivability if you run an XL.

Awesomes should run an XL. With class-based drops, there is little point to an Awesome that does not move faster than an Atlas or Stalker. Also, due to hitboxes, you almost always die to either headshots or CT damage due to people trying to hit your head.

Atlas - IMO should not run an XL unless you're missile-boating. Survivability is the Atlas's claim to fame.

Stalker absolutely, positively should not run an XL. You have gigantic side torso hitboxes. People hit your side torso when specifically aiming at your center torso. or head. Or legs. Or arms. Or the mech next to you. You are significantly reducing your survivability if you run an XL.

Oddly, I feel the same way about my 4SP. The last three or four rounds I played and took damage, side torso was the first thing to go.

For the Dragon, an XL is a no-brainer. Go for it. You've got a gigantic center torso and nearly impossible to hit side torsos. Speed is your only advantage against other mechs in your class, so more of it is more good. But make sure you have at least 20 points of armor on the rear side torsos, or you can be one-shotted by dual guass.

I don't know if I completely agree with that. Before I expanded my mech bay and could afford other mechs, I ran my Dragon without XL and there were MANY a match that I ran around with LT and/or RT destroyed... The extra speed is nice but ultimately it depends on your play style. I was playing the Dragon more of a brawler and did allright. Since then been trying to stay out of harms way and play the striker/cavalry function, in which case XL is nicer, but still not a "no-brainer".

Zeus is not next up... not even officially announced by PGI, just the ISN released the blurb about it.

The next mechs are Spider (next weeks patch according to the Dec 18 post!) and Trebuchet (Feb 19 patch according to the Dec 18 post). That's a light and a medium for ya,

And none of the unseen mechs are going to be in due to the copyright issue... Which is a big disappointment as I'm just now reading the BT novels for the first time. Just finished the Gray Death Trilogy. Fun books if not super deep.

On a side note: almost done with my travel for work so I'll be back on again this weekend I hope. Need to get back to finishing the upgrades with my Dakka Dakka CFT-4X

Nice to see more light and mediums represented... but the way I was seeing matches tonight, not sure it's gonna matter. Got caught on Caustic with 2 COM, 2 HBK, 2 CTF, 1 STLK, 1 ATL. 1 COM and the ATL were ECM. We had hardly any long range. We got rolled by a team with 2 ATLs and 5 heavies (3:2 CPLT:CTF or vice versa, not sure). If the patch doesn't fix the tonnage/class issue, not sure what's gonna help.

As a brawler, the Dragon is *completely* inferior to the Catapult, what to speak of the Cataphract. It's giving up 10 tons and a gazillion weapon hardpoints. You can brawl in a Dragon if that's all you own, but it's not the best choice. It can make a good skirmisher (LB10, SRM6, 2ML), but then we're back to the speed factor. A decent pilot can do allright in anything, but that doesn't mean the mech is particularly suited for that role.

Alright, so I got my CTF-2X and endo-steel. Just trying to juggle possible weapon improvements. Kinda funny that my firepower is rated lower than my HBK-4SP right now. Would help if the damn game would let you drag things on to your Mech to LOOK at them even if you don't have the money.

Alright, so I got my CTF-2X and endo-steel. Just trying to juggle possible weapon improvements. Kinda funny that my firepower is rated lower than my HBK-4SP right now. Would help if the damn game would let you drag things on to your Mech to LOOK at them even if you don't have the money.

I run a similar Atlas D-DC though I use a gauss rifle over the AC/20 and 3 SRM6's. I'm seriously considering getting a Muromets and sticking 3 gauss rifles on it for the lulz. Chain firing gauss rifles into someone would have to get pretty irritating.

Also, if you guys ever wanna try serious lulz, run 8-man conquest in all ECM lights built for speed. I tried it with the CJF guys, but all I had was the trial Raven which was as slow as my Hunchback. We guessed that with 8 actual high-speed ECM boats, it makes a viable spam strategy against a heavy/assault rolling team. Especially with the Cap Assist module.

Also...maybe I seriously need to look into the lore...but does it seem at all right for stock Centurions and Hunchbacks to have the same speed as stock Catapults and Cataphracts?

Also...maybe I seriously need to look into the lore...but does it seem at all right for stock Centurions and Hunchbacks to have the same speed as stock Catapults and Cataphracts?

For giggles, I looked into the sarna.net wiki. All four of those mechs are listed at the same base speed, 64.8 kph.

Wow. Fantastically terrible canon... but I guess the balance is something that gets tweaked over time. I know PGI is going for lore accuracy (tabletop balance) at the moment, but fun (video game balance) will eventually demand tweaks. I shouldn't be so hard on a free-to-play, though.

Also...maybe I seriously need to look into the lore...but does it seem at all right for stock Centurions and Hunchbacks to have the same speed as stock Catapults and Cataphracts?

For giggles, I looked into the sarna.net wiki. All four of those mechs are listed at the same base speed, 64.8 kph.

Wow. Fantastically terrible canon... but I guess the balance is something that gets tweaked over time. I know PGI is going for lore accuracy (tabletop balance) at the moment, but fun (video game balance) will eventually demand tweaks. I shouldn't be so hard on a free-to-play, though.

In fairness, what we're probably looking at is a hold over from the table top rules here. I'd bet all the mechs move 4/6 hexes, which would make them all the same speed.

Don't go with the Wang unless you really like the design. It features an extremely restrictive hardpoint configuration that doesn't leave you a whole lot of room to customize. If you're going to buy a hero mech, you want one you're going to be happy playing a lot so that you can get the most out of the enhanced earnings, and some loadout flexibility is a big help in that. Plus, IMHO, the Wang just isn't a very good chassis although YMMV.

The Muromets is an OK chassis but note that it comes with an XL engine, which you might not want on such a heavy unit. You can always swap that out to a standard engine if you don't like that, but it'll cost you some CBills to do so. Me, I just made mine a dual gauss platform and rely on the range to help protect me from getting a torso blown off prematurely.

Do people recommend upgrading to pulse lasers?Specifically on the hunch-4P, but also as a general thing.

I run my HBK-4P with 9 ML, a 250Std engine and as many double sinks as will fit. It still runs hot, so I've not tried using MPLs due to the extra heat.Maybe I should try MPLs in the arms for fast movers and keep MLs in the hunch/head for heavies. I've also though about going for SPLs in the hunch, but I get a lot of damage by playing hit and run with heavies at 270m. Closing to SPL range could be painful.

Regarding XL engines, it seems like suicide to use one in a HBK, but ask yourself what good you actually do after the hunch is ripped off. It might be better to move a bit quicker and carry more gear rather than to survive another minute or so with only 1 arm and 1 head laser remaining.For the -P, I need all my slots for heatsinks, so I've not tried an XL (plus, I am a cheapskate and XL = $$$).

Also...maybe I seriously need to look into the lore...but does it seem at all right for stock Centurions and Hunchbacks to have the same speed as stock Catapults and Cataphracts?

For giggles, I looked into the sarna.net wiki. All four of those mechs are listed at the same base speed, 64.8 kph.

Wow. Fantastically terrible canon... but I guess the balance is something that gets tweaked over time. I know PGI is going for lore accuracy (tabletop balance) at the moment, but fun (video game balance) will eventually demand tweaks. I shouldn't be so hard on a free-to-play, though.

In fairness, what we're probably looking at is a hold over from the table top rules here. I'd bet all the mechs move 4/6 hexes, which would make them all the same speed.

Still, kinda amusing, in a bizarre way.

There's nothing terrible or amusing about it, it's just contrary to your video game instincts.

In a multiplayer arena combat game, units tend to be designed to be be equally (if differently) powerful because otherwise players will just ignore the weaker units and that content won't get used. In Battletech you're controlling a team of units whose balance is controlled by an outside factor like a simulated economy, a point-buy system, or the scenario design. The fact that you could have a Catapult that's as fast as a Centurion but also stronger doesn't break anything- the unit of balance and encounter design isn't the single mech versus the single mech. Having a Catapult instead of a Centurion probably means you're getting more or bigger units elsewhere in your force. (the Catapult is also paying a relative tonnage premium for having the same speed at a higher mass, if I recall Mechwarrior engine pricing correctly, but that's not really a good counter-argument because heavier units do tend to be superior combatatants in mechwarrior)

Video games also tend to exaggerate the big-guys-are-slow, small-guys-are-fast to create stronger and clearer unit and role differentiation. That's usually a good thing, but it's not the only way to roll. Battletech aims to be more of a simulationalist wargame and doesn't do this as much- heavier units *do* tend to be slower and it provides some mechanical incentives for making this so with its engine pricing, but it's not the case that every heavy is slower than every medium. And, yes, the granularity of the hex system may also provide some clumping of this but I don't think that's the primary factor here.

This isn't to say the way it is is the best or that they should be true to the board game or anything like that. Greater differentiation between mech classes is totally something they should strive for. I'm just saying it's neither weird nor terrible that that is the way the mechs are in Battletech. It makes sense in the context of both the game and the lore that the 65-ton catapult can keep pace with the 55-ton centurion. That's not that huge a tonnage difference and it makes total sense that if someone was designing a 65-ton unit they might just give it a bigger engine so that it could keep pace with the main, medium-chassis body of the force.

If it's any comfort, both due to active design decisions Pirahna Games has made and simply by the FPS-y nature of MWO make lighter units way more proportionally useful in MWO than they would be in Battletech. Heavies accelerate, decelerate, turn, and aim slower by design to make them less agile and good at dealing with small, mobile threats, and by simple virtue of their larger hitbox they're easier to hit and less capable of dodging- and consequently benefit less from going fast. None of that would be modelled in Battletech. Maybe it's not enough, but they've expressed an interest in keeping all of the classes of mechs desirable to pilot and they seem to be trying to do so.

Not generally. They're much less tonnage and heat efficient than normal lasers, and at a shorter range.

What they bring to the table is a shorter beam duration, which can let you put more damage on target, concentrate your damage on fewer hit locations, and hit faster moving targets. Being bigger weapons, they're also more hardpoint-efficient, which can make them appealing when you want to put an energy armament on a mech with limited hardpointage. They also can give you a stronger alpha if the extra tonnage cost doesn't reduce the total amount of laser-age you can mount.

I think the MPL's probably the best of the lot. The HPL just trades of too much tonnage, heat, and range compared to the LL. The SPL doesn't trade off range, but doesn't gain any damage and pays double tonnage and heat. (e- Damage per shot, that is; the SPL does gain a small DPS improvement if you happen to be able to stay cool while continuously firing it)

On the Dragon, I think 3 LL is superior to 4 LL. You're not overflowing with available tonnage, and shooting 3 LL constantly puts out more damage than 4 LL waiting to cool off.

I run a Flame with XL 325, 2X ER LL in the RA, 1X LL and TAG in the LA. And I think Endo Steel. The XL 325 lets me fit an extra DHS in the engine compared to the 300 and makes me a tad bit faster than the average Dragon out there.

The ER LLs let me be a rat bastard. Due to the meta game right now, there are a lot of Stalkers and other mechs boating regular LLs. The ER LLs let me trade fire with them without taking damage. The ER LLs also do more effective damage, since their damage hasn't fallen down as much at range. Oh, and the ER LLs out-range LRMs.

In a multiplayer arena combat game, units tend to be designed to be be equally (if differently) powerful because otherwise players will just ignore the weaker units and that content won't get used. In Battletech you're controlling a team of units whose balance is controlled by an outside factor like a simulated economy, a point-buy system, or the scenario design. The fact that you could have a Catapult that's as fast as a Centurion but also stronger doesn't break anything- the unit of balance and encounter design isn't the single mech versus the single mech. Having a Catapult instead of a Centurion probably means you're getting more or bigger units elsewhere in your force. (the Catapult is also paying a relative tonnage premium for having the same speed at a higher mass, if I recall Mechwarrior engine pricing correctly, but that's not really a good counter-argument because heavier units do tend to be superior combatatants in mechwarrior)

Unfortunately, without some PvE-cooperative campaign elements and radically differed game modes, MWO is essentially just a standard arena combat game.

Quote:

Video games also tend to exaggerate the big-guys-are-slow, small-guys-are-fast to create stronger and clearer unit and role differentiation. That's usually a good thing, but it's not the only way to roll. Battletech aims to be more of a simulationalist wargame and doesn't do this as much- heavier units *do* tend to be slower and it provides some mechanical incentives for making this so with its engine pricing, but it's not the case that every heavy is slower than every medium. And, yes, the granularity of the hex system may also provide some clumping of this but I don't think that's the primary factor here.

Yeah, the cost/point balancing works easy for tabletops because it's slow, methodical, and you might control one Mech or your entire company. That doesn't translate well into the MWO world right now because there's absolutely no time-expedient way to have a "set amount of points" and your team must adjust to and then jump into play. There's also the issue that, unlike the tabletop where you can simply designate the maximum cost/point value and the teams can spend as they wish (and you can always start another campaign with a new, fresh cost/point value), instead you have one persistent c-bill account for purchasing new equipment (and R&R, if it comes back).

Quote:

This isn't to say the way it is is the best or that they should be true to the board game or anything like that. Greater differentiation between mech classes is totally something they should strive for. I'm just saying it's neither weird nor terrible that that is the way the mechs are in Battletech. It makes sense in the context of both the game and the lore that the 65-ton catapult can keep pace with the 55-ton centurion. That's not that huge a tonnage difference and it makes total sense that if someone was designing a 65-ton unit they might just give it a bigger engine so that it could keep pace with the main, medium-chassis body of the force.

Agreed. I found it odd that in a game so in-depth, you would find such a balance. But that's when I remembered it's based on the tabletop lore balanced by cost/points rather than video game balanced by abilities. I just think that while they should aim for tabletop lore accuracy, PGI needs to worry about video game balancing until they can implement that cost/point balance system.

Quote:

If it's any comfort, both due to active design decisions Pirahna Games has made and simply by the FPS-y nature of MWO make lighter units way more proportionally useful in MWO than they would be in Battletech. Heavies accelerate, decelerate, turn, and aim slower by design to make them less agile and good at dealing with small, mobile threats, and by simple virtue of their larger hitbox they're easier to hit and less capable of dodging- and consequently benefit less from going fast. None of that would be modelled in Battletech. Maybe it's not enough, but they've expressed an interest in keeping all of the classes of mechs desirable to pilot and they seem to be trying to do so.

Yes, but then you weren't actually trying to pull-off real-time piloting in BattleTech. In BattleTech, hits are much more the subject of chance and good planning. In MWO, hits require a steady mouse-hand or joystick control, and much more judicious use of firing. I think they are doing a fair job balancing out all the Mechs. Each patch introduces a change that gets felt all around. I think the game a year from now will in no way resemble the game now. I was mostly lamenting that right now mediums have the short-end of the stick. The Cicada's more of a tough light than a medium. When a Catapult long-range boat and a Cataphract brawler can easily match your Centurion or Hunchback "escort" for speed and bring far more firepower to the party, there's simply no point to the earlier stated "bringing guns where they're needed"...because heavies do just that from a farther distance.

Err, yeah, but I was just explaining why your assertion of "Fantastically terrible canon..." was wrong. The source material is fine within the context that it exists, and I already explicitly addressed the fact that MWO is a different setting than the TT and may require different rules.